Aurora 5.4 is Released! [it may be a unstable version]
Change Log
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Reduced Height Windows (Resolution of 1280x800 required) [800 vertical screen resolution option]
New Interrupt Override option [can overide all interrupts]
New Multiple Targets option for the Battle Control window [auto-target similar targets]
Added a Refit Cost check to the Class Window
Fire Delay is no longer an interrupt event.
New event of reloading complete for missile launchers of parasites in hangar bay.
On landing, parasites are automatically assigned new missiles from their mothership's magazine based on their class loadout
Hostile ground unit names are displayed when an an enemy unit is destroyed or suffers casualties.
Populations are checked for incoming mineral packets if you attempt to pick up the last mass driver on the surface.
Bug Fixes
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Fixed problem where parasites were not being refuelled properly when using the new landing orders
Damage from ramming is now included in the danger rating for a system
When moving to the nearest trade location, freighters now check if the current system should be excluded due to its danger rating
When clearing orders for commercial shipping, the ships will correctly set standard transits through jump points rather than squadron transits.
Removed incorrect shield recharge messages for alien ships that don't even have shields.
Fixed incorrect reporting of absorption shield recharge rate for tactical intelligence
Prevented NPRs from launching missiles/PT at colony targets from outside the range of their missiles.
Corrected bug that applied collateral damage against populations when a ship in orbit was damaged.
Fixed bug that prevented ships from launching anti-missiles in certain circumstances.
Fixed bug that sometimes caused colony ships to deliver colonists to unsuitable planets with orbital habitats already at max capacity
Fixed bug that repeated number of fighters built if multiple fighters of the same type were constructed during the same 5-day increment
Ships transferred from Empire A to Empire B and then back to Empire A no longer create a duplicate class for Empire A.
Fixed salvage bug that resulted in '0x Component' being recovered.
Fixed bug where the number of components on a planet is not reduced if only a fraction of a component is loaded by a freighter
Ship and fighter commanders are unassigned when their ship/fighter is scrapped or deleted. If the ship is in orbit of a population, they are placed at that population.
Commanders of expended replacement battalions are now unassigned.
Various bugs involving ground units and populations that result from the defeat of robotic guardians should be fixed
More changelong infoPatch thread